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COWBOYS & VIKINGSCompendium of the Wild Wastes

Game Master / Adversaries / Fey

Fey

Fey are supernatural beings, usually humanoid in look, tied to nature or another fantastical realm. They are shaped by beauty, danger, whim, symbolism, ancient places and the strange rules of enchantment, invitation, pursuit, bargain and wonder.

Senses: normal (sight, hearing, smell, touch and taste) unless a trait says otherwise.

Subtypes

  • Trickster: defined by lies, pranks, confusion, stolen names and misdirection.
  • Glamour-Bound: defined by beauty, fascination, desire and deceptive grace.
  • Wild Hunt: defined by pursuit, the chase, predatory elegance and ritual violence.
  • Winter: defined by cold beauty, stillness, cruelty, silence and frost-bound malice.
  • Summer: defined by fire, passion, revelry, wrath and blooming force.
  • Gloom: defined by dusk, shadow, moonlit secrecy, sorrow and hidden roads.
  • Thorned: defined by briars, roots, living wood, barbs and dangerous growth.
  • Bargain-Bound: defined by promises, oaths, debts, exchanges and binding words.

Traits & Maneuvers

Each subtype grants the trait listed under it; a trait and its maneuver are one Build Selection.

Mischief Veil (Trickster)

Fey, Reaction · Reaction (1 RP)

Trigger: A creature misses it with an attack.

Spend 1 RP to move 10 feet (Average Magnitude). If it ends in cover, dim light, foliage or similar, it may immediately Hide with 1 Advantage (Average Step).

Crafting tags: Essence Shadow; Ingredients none.

Commanding Glamour (Glamour-Bound)

Fey, Maneuver · 1 AP

1 creature within Close that can see or hear it must succeed a Charisma save against this creature's action check or become Fascinated by it; if already Fascinated by this effect, it becomes Stupefied 1 (Average Step) instead.

Crafting tags: Essence Mind; Ingredients none.

Marked Quarry (Wild Hunt)

Fey, Maneuver · 1 AP

Mark 1 visible creature within Close as its Quarry for the encounter (or until it dies or a new Quarry is chosen). Moving toward its Quarry it ignores difficult terrain, and its first attack each turn against it gains 1 Advantage (Average Step).

Winter's Geas (Winter)

Fey, Maneuver · 1 AP

1 creature within Close must succeed a Fortitude save against this creature's action check or be Slowed 5 (Average Magnitude); if already Slowed, it becomes Drowsy instead.

Crafting tags: Essence Frost; Ingredients none.

Revel Step (Summer)

Fey, Reaction · Reaction (1 RP)

When it moves adjacent to an enemy on its turn, that enemy must succeed a Charisma save against this creature's action check or be Off-Guard until the end of its next turn; if already Off-Guard, it becomes Dazzled instead.

Crafting tags: Essence Mind; Ingredients none.

Vanish in Moonlight (Gloom)

Fey, Passive · Passive

In low light or while at least partly concealed, it may Hide while observed and without cover, with 1 Advantage (Average Step).

Crafting tags: Essence Shadow; Ingredients none.

Blooming Snare (Thorned)

Fey, Maneuver, Concentration · 1 AP

1 creature within Close must succeed a Reflex save against this creature's action check or become Grappled by the snare, suffering 1 Disadvantage (Average Step) on checks to escape.

Crafting tags: Essence none; Ingredients Wood, Preservative.

Oathbreaker's Price (Bargain-Bound)

Fey, Maneuver, Reaction, Recharge · 1 AP

1 creature within Close that can hear it must succeed a Charisma save against this creature's action check or become Bargain-Marked (one mark at a time) for the encounter. Reaction (1 RP): when a Marked creature acts with hostility toward it or its allies, that creature must succeed a Charisma save against this creature's action check or become Charmed by it, ending the mark.

Crafting tags: Essence Mind; Ingredients none.